Sooo ... where to start. As I understood it the game speed was all over the place and some of the tiles didn't have the good sense to stay in one place. I've changed the game loop since then from using Thread.sleep()

The original version used java 1.5's System.nanoTime()which I changed to currentTimeMillis(). the gameCycle() method updates what needs to be updated and calls repaint(). My update() method looks like this:

Been having a hard time trying to figure out what could be wrong because I don't have any real problems with speed or weirdo tile placements on this end ... so anything seem wrong with the game loop or my drawing routine?

Thanks again for all the feedback .. though this is starting to freak me out a little. The tiles seem to stay in place here! Maybe I should start a new thread in a more appropriate topic and post a little code (unless none of you mind if this thread runs a little off topic).

About the game slowness ... I have removed all anti aliasing and transparency operations so maybe it'll run a little faster now (At least its not abusing the CPU as much as before ... according to Windows Task Manager ) I've updated the link from my previous post.

Thanks for the feedback. Why the lack of love for the basic applet? I'll see what I can do to get a webstart application up and running. Never really done that before but I'm sure I can google my way to a tutorial of some kind. What's the basic advantage? Runs faster?

As far as the level goes there's really no where else to go aside from the two rooms.

Not sure why things slow down when items are picked up. A dialog box pops up then so maybe that's where the problem lies ...

Now about the array out of bounds exception ... well as long as the game didn't crash lets pretend it never happened! Suggestions on more user friendly keys are welcomed.

Well, I guess thats it for now. I'm of to Google a little

*little edit: Thanks for the control screen cheer I ripped the little key pictures and I'll be sure to mention their rightful owner when I get the credits up and running. (There ... now I'm in the clear of any lawsuits!)

Thought I'd get some feedback on my first scroller. It has reached the "story and better graphics to be added later" phase (which is were I tend to abandon a project ), and the tile collision detection needs a little tweaking.

Anywho ... I'd be interested to know how it runs on other machines (choppy etc). I had a buddy of mine test it and apparently everything froze when he picked up either the weapon or the medkit, but I think that has more to do with an antiquated JRE on his end. (I hope)

Guess I could cast the double values. In fact that's what I've been doing but it seemed to defeat the purpose of using double to store the position only to cast them back to int when drawing the sprite (though I guess any precision lost would be far from noticeable:) ).

I made a new image array because as it turned out the different images did not have an equal amount of frames.

Now this works but in the game I'm working on right now I change a sprites image based on certain game events and when this happens I create a new image array and crop the appropriate image into it. This works just fine locally but when I play the applet over the web I get a half a second freeze when this happens.

I've been trying to use setClip(...) now to draw just the part of the current image that I want but I just can't seem to figure out just how exactly it works :p so any help would be appreciated (regarding setClip or any better way to get the part I want). Oh and if it is of any interest, the Graphics2D object the sprite's draw method receives is from the volatile image I use as a back buffer.

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